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How exactly does Ion damage affect starships?
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Jekolmy
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PostPosted: Tue Jun 07, 2011 9:10 pm    Post subject: Reply with quote

Heh, I never would have figured that a quick question about how Ion cannons work to turn into a three page debate, but that's very nice still.

I have to say that I like crmcneill's ion damage against shields... it makes ion cannon useful, without making them 'must-have' weapons by allowing them to bypass shields. That being said I really can't believe that Ion cannon directly target the shield generators after passing through shielding (ie it may be possible for the ion blast to do enough damage to travel through the shield and affect the ship without dropping the shields) but it would make sense that the strain on the shield generators could cause them to overload... just the same as say a turbolaser or proton torpedo broadside/salvo could.

As an aside do the damage levels for similar (or the same) weapons change from ship to ship? As an example look at the Victory II in the Starships Stats R&E (admittedly fanbased... but I haven't gotten any books as I'm on the road still) has 7D turbolaser batteries.. and the Imperial-I Turbolaser batteries deal 10D damage. Does anyone have any ideas on this? Personally, I'm working on stuff for my own game.. which likely won't be strictly Starwars... but I am seriously looking to include some serious fleet actions so any explanation about the differences between damage on identical weapons systems would be great. (I may just post that in a separate thread if it pulls the topic off on a tangent)
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Esoomian
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PostPosted: Tue Jun 07, 2011 10:04 pm    Post subject: Reply with quote

crmcneill wrote:
Of course, there is an even simpler fix. We could treat ion cannon attacks as normal, but make the results Shields Blown / Controls Ionized, so that ion cannon function as described in the RAW, but they disable the shield generators first before disabling the ship's hardware systems.


Another possible fix is to assume that Ion Cannons are only stopped by shields so shields work normally but the hull has no effect on them.
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CRMcNeill
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PostPosted: Tue Jun 07, 2011 11:31 pm    Post subject: Reply with quote

Jekolmy wrote:
Heh, I never would have figured that a quick question about how Ion cannons work to turn into a three page debate, but that's very nice still.


It happens. There have been many a monster created on this forum by asking a simple question.

Quote:
I have to say that I like crmcneill's ion damage against shields... it makes ion cannon useful, without making them 'must-have' weapons by allowing them to bypass shields.


:D

Quote:
That being said I really can't believe that Ion cannon directly target the shield generators after passing through shielding (ie it may be possible for the ion blast to do enough damage to travel through the shield and affect the ship without dropping the shields) but it would make sense that the strain on the shield generators could cause them to overload... just the same as say a turbolaser or proton torpedo broadside/salvo could.


I agree. I think it's more likely that shields function by absorbing the energy of the attack somehow, and that ion attacks, while not actually penetrating straight through shields, do overload them with the energy delivered.

Quote:
As an aside do the damage levels for similar (or the same) weapons change from ship to ship? As an example look at the Victory II in the Starships Stats R&E (admittedly fanbased... but I haven't gotten any books as I'm on the road still) has 7D turbolaser batteries.. and the Imperial-I Turbolaser batteries deal 10D damage. Does anyone have any ideas on this?


Personally, I'd rather do a complete rewrite of those stats. There is at least one instance where the stats completely disagree with the capsule (The Strike Cruiser is supposed to be vulnerable to critical hits, but its stats give it a Hull of 6D, just 1D below the much larger ISD. There is little or no consistency, and it sometimes seems that the authors picked the weapon stats at random.
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garhkal
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PostPosted: Wed Jun 08, 2011 6:30 pm    Post subject: Reply with quote

For the strike cruiser, perhaps they wanted to put in a rule about targeting specific weak points at a lesser hull..
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CRMcNeill
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PostPosted: Wed Jun 08, 2011 6:39 pm    Post subject: Reply with quote

garhkal wrote:
For the strike cruiser, perhaps they wanted to put in a rule about targeting specific weak points at a lesser hull..


Then where is the rule? Without it, the Strike Cruiser is far, far tougher than its description says it should be.
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garhkal
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PostPosted: Wed Jun 08, 2011 10:43 pm    Post subject: Reply with quote

Hence why i said perhaps they wanted to put it in, but either it got cut, or they felt it better left to gm's discretion.
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CRMcNeill
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PostPosted: Thu Jun 09, 2011 12:30 am    Post subject: Reply with quote

garhkal wrote:
Hence why i said perhaps they wanted to put it in, but either it got cut, or they felt it better left to gm's discretion.


It certainly wouldn't be the first editorial failure to be discovered in the WEG material.
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garhkal
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PostPosted: Thu Jun 09, 2011 6:14 pm    Post subject: Reply with quote

crmcneill wrote:
garhkal wrote:
Hence why i said perhaps they wanted to put it in, but either it got cut, or they felt it better left to gm's discretion.


It certainly wouldn't be the first editorial failure to be discovered in the WEG material.


No it wouldn't...

I would say

Targeting Spot X. +10 diff. Hull 5d vice 6.
Spot y, +15 diff, 4d hull
Spot z, +20 diff, 3d hull..
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CRMcNeill
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PostPosted: Thu Jun 09, 2011 7:04 pm    Post subject: Reply with quote

garhkal wrote:
I would say

Targeting Spot X. +10 diff. Hull 5d vice 6.
Spot y, +15 diff, 4d hull
Spot z, +20 diff, 3d hull..


It could also be a Wild Dice roll...
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Kemper Boyd
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PostPosted: Fri Jun 10, 2011 8:14 am    Post subject: Reply with quote

One thing I've been considering is to give capital ships three layers to absorb damage: shields, armor and hull. It would make more options available in regards to how ships work: for example, Bulk Freighters have minimal armor as opposed to Corellian Gunships, but due to size issues, something that goes through the armor of a Gunship probably knocks out a system or two.
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Bren
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PostPosted: Fri Jun 10, 2011 11:09 am    Post subject: Reply with quote

crmcneill wrote:
It could also be a Wild Dice roll...
I like that. It's simple. So if the Strike Cruiser rolls a 1 on the wild die for the hull roll then what happens differently? Could we just increase the damage (if any) by one level, so ionization --> light damage --> heavy damage --> severe damage --> destroyed? That would account for a lucky shot hitting a weak point in the hull. Thoughts?

Kemper Boyd wrote:
One thing I've been considering is to give capital ships three layers to absorb damage: shields, armor and hull. It would make more options available in regards to how ships work: for example, Bulk Freighters have minimal armor as opposed to Corellian Gunships, but due to size issues, something that goes through the armor of a Gunship probably knocks out a system or two.
Interesting. I like the idea that a military ship is harder to penetrate but that a big bulk freighter has lots of noncritical areas to hit.
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CRMcNeill
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PostPosted: Fri Jun 10, 2011 11:20 am    Post subject: Reply with quote

Bren wrote:
crmcneill wrote:
It could also be a Wild Dice roll...
I like that. It's simple. So if the Strike Cruiser rolls a 1 on the wild die for the hull roll then what happens differently? Could we just increase the damage (if any) by one level, so ionization --> light damage --> heavy damage --> severe damage --> destroyed? That would account for a lucky shot hitting a weak point in the hull. Thoughts?


That's what I was thinking. The only drawback is that it doesn't account for the specific targeting of known weak points by experienced pilots.
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Bren
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PostPosted: Fri Jun 10, 2011 11:24 am    Post subject: Reply with quote

crmcneill wrote:
That's what I was thinking. The only drawback is that it doesn't account for the specific targeting of known weak points by experienced pilots.
Yes. That occurred to me as well. But it's simple, so I am probably willing to accept that it doesn't fully align with the fluff text and treat it as a hull design flaw rather than a targeting opportunity.

As a second option, one could allow targeting a weak point on the Strike Cruiser (using the called shot rule with a size modification for scale) to do (a) extra damage or (b) increase the effect of any damage so ionization --> light damage --> heavy damage --> severe damage --> destroyed.
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CRMcNeill
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PostPosted: Fri Jun 10, 2011 11:41 am    Post subject: Reply with quote

Bren wrote:
As a second option, one could allow targeting a weak point on the Strike Cruiser (using the called shot rule with a size modification for scale) to do (a) extra damage or (b) increase the effect of any damage so ionization --> light damage --> heavy damage --> severe damage --> destroyed.


Alternately, if one were using the precision targeting rules found in the Far Orbit Project (or some variation thereof), a Strike Cruiser could take extra damage on a successful precision attack.
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jmanski
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PostPosted: Fri Jun 10, 2011 4:40 pm    Post subject: Reply with quote

And if one were using the targeting rules one would most likely be hitting lightly or non-armored areas.

I find this idea interesting. New thread, perhaps?
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